>As far as I'm concerned the primary plot-purpose of the "Whitewall Storm" is
>to demonstrate in as obvious as manner as possible the Orlanth is here, tied
>to WW, and if he's beaten here, he's dead.
>
>The secondary plot-purpose is to provide a partial explanation of why they
>held out for so long - their magic was stronger than usual. And for
>high-level comments like that, we don't need to know what sort of magic, or
>by how much.
>
>After that, we start looking at what effects it *might* have, and to what
>extent this will upset game balance. The suggestion so far was that it
>improves all "Orlanthi magic" by a factor of 1.5. Not that it grants new
>powers to those who don't already have them. Yes, this is only a suggestion,
>but even that seems to be quite unbalancing enough, potentially.
Let's think about the effect of having Orlanth present - what does that mean to the average Orlanthi?
So make the mechanics that Orlanthi get double value from HPs spent on Orlanth based relationships and abilities and penalties for failure - negative relationships, disabilites etc are also doubled.
2. It's easier to call on Orlanth for help, again both positive and
negative - 'violence is aways an option' both for external and internal disputes. Ernaldans are going to be weaker than usual so there should be a least one feud that gets completely out of hand threatening the city. Only when the Lunars are breaking down the main gate do the defenders remember their priorities.
3. Storms, storms and more storms...especially on windsdays, not
only will the Lunars be fed up but so will most clansfolk. Only devotees will be happy with the perpetual presence of their god.
4. Others???
-- Donald Oddy http://www.grove.demon.co.uk/
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